Micro Armour:

The Game--WWII

by GHQ

GHQ's SECOND WORLD WAR "BEER & PRETZELS" GAME

Ask anyone in the general population to imagine what World War II looked like and they will probably picture masses of tanks charging across open country, crushing everything in their path, in true "Blitzkrieg" fashion. Understanding the tank and its uses will be the theme of this introduction to GHQ's rules. In it we will be concerned with tanks and tank tactics only! They will be the only weapons you will need since all of these scenarios are Tank-versus-Tank actions.

If you have any questions about GHQ's game system, email the Rules Master at ghgwargames@ yahoo.com

[1.0] INTRODUCTION

MICRO ARMOURŽ: THE GAME-WWII is a set of WWII rules produced for GHQ Micro Armour. It covers tactical armored warfare in the middle of the Twentieth Century. This period, between 1936 and 1945, was the most violent in the history of mankind. It was also the period in which the most radical innovations in the art and science of warfare occurred.

First and foremost, the rules are fun to play. Games are exciting, tense, and competitive. As a player, you will command highly mobile and powerful weapons, each with its own inherent strengths and weaknesses. You will learn that no weapon wins battles alone, that it is the effective integration of weapons; "Combined Arms" tactics that work best.

These rules have been organized in such a way that you will be allowed to learn the methods and techniques of MICRO ARMOURŽ: THE GAME-WWII. Having become acquainted with the mechanics of the game, you will be ready to play the complete game, with all the other elements of WWII combined arms warfare.

By the time we're through even the youngest and most inexperienced of you will have a real grasp of the means by which great nations waged war in the mid-twentieth century. And those of you who are "Grognards" and have "been there" and "done that" will have learned something too. But, most important, everybody had a good time!

Each game is played in scenarios, each ranging from 8 to 20 turns. Each scenario will have its own victory conditions and perhaps one or two special rules that apply only to that scenario.

Each game turn represents approximately three minutes of real time and one inch on the playing surface equals approximately 100 yards. Hills and ridges are about 10 yards (30 feet) in height per level.

[2.0] GENERAL DESCRIPTION OF PLAY

During each game turn, you may move and initiate combat with your tanks in order to gain certain victory conditions. These actions will be regulated by a rigid sequence of play that allows the action to progress in a smooth and orderly manner.

[3.0] EQUIPMENT

[3.1] PLAYING SURFACE

Unlike a board game, where the playing surface is provided for you, you create the playing surface in a miniatures game. This surface may be as elaborate or as simple as you desire. Keep in mind that terrain features must be distinct, clearly delineated, and unambiguous. On no account should they ever interfere with the smooth flow of play.

[3.2] PLAYING PIECES

Your tank models should be mounted on one inch by one inch (1"x 1") stands. Each stand will represent a tank platoon of from three to six (3-6) individual vehicles. The models should be mounted so that they clearly face one side of the stand. Each stand should also be marked in some way for ease of identification (Example: a number in the lower right corner).

In addition to your models you will require certain markers to play the game. These are provided for you and they will indicate suppression, disorganization, wrecks, etc. Their use will be described in the appropriate sections below.

[3.3] CHARTS AND TABLES

The various charts and tables included with the rules are explained in their appropriate rules sections. Please examine them thoroughly before beginning play.

[3.4] DICE

Two kinds of dice are required to play the game: One twenty-sided die (1D20) and two six-sided dice (2D6). [4.0]

COHESION

"Cohesion" is the single most important aspect of play! It is the very core of MICRO ARMOUJRŽ: THE GAME-WWII. If a stand, or group of stands attempts any sort of task, there is generally a "cohesion roll" associated with that task.

Whenever a cohesion roll is called for, roll 1D20. The number obtained will be subject to various modifications as explained below in the rules. The modified roll must be equal to or less than the player's "Force Cohesion Level" to be successful.

Failure has its consequences!

[5.0] SEQUENCE OF PLAY

During each game turn players may move and attack with all, some, or none of their tanks. Performing these actions within the sequence of play is required without exception.

1. Initiative Phase - Each player rolls I D6 and adds the result to his Force Cohesion Value (Obtained from the specific scenario). The player with the higher total has the initiative this turn. In case of ties roll again.

2. Posture Determination Phase - There are two possible "postures" a stand may either be in the Movement Posture or the Firing Posture. To determine posture for the turn the ntaver who has earned the initiative decides which side must go first.

Then, the players alternate indicating any stands or groups of stands they wish to commit to movement this turn. They do this by forming Movement Groups. All members of a movement group are in the Movement Posture. Each movement group should be marked to identify it as such to prevent confusion.

Any stand not in the movement posture is automatically in the firing posture.

One player must indicate the composition of a specific move-ment group before the other player is required to indicate the composition of one of his groups. Players alternate this activity until all movement groups for this turn have been designated.

Note! A player must designate all groups consisting of two or more stands for his side before he may designate any one-stand groups.

3. Fire Phase - Players alternate attacks. "S" and "D" markers are placed, and stands removed, according to the Combat Results Table.

4. Movement Phase - Players alternate attempts to move their stands subject to the rules governing this process. Opportunity Fire/Covering Fire may take place. These are the only types of fire allowed in the movement phase.

5. Marker Removal Phase - Players remove all movement markers from the playing surface. They then roll for all stands that have "S" and/or "D" markers. A successful modified cohesion roll removes an "S" marker from a stand (Recovery), while a "natural" (Example: unmodified) roll of I removes both "S" and "D" markers from a stand (Rallying!). A "natural" 20 causes an automatic "(S)" result (Panic!).

Example: "Max" (Our typical player) is commanding a force of Soviet armor and his "Cohesion Level" is 13.

On turn one, one of Max's T-34's is fired upon and receives an "S" combat result. When "Max" tries to return fire with this tank, his "Cohesion" die-roll is modified by a +4 which means he will have to roll a 9 or less to fire!

During the "Marker Removal Phase" of turn one, "Max" attempts to recover from the "S" result he received. He rolls 1 D20 and gets a 10. Since his cohesion roll is modified by +4 due to the "S", this stand fails to recover (10 + 4 =14, 1 point higher than his cohesion level).

On turn two, the German player fires at "Max's" T-34 again, this time obtaining an "(S)". According to the Combat Results Table, since the T-34 already has an "S" result, the "(S)" becomes a "D" instead so the T-34 has both an "S" and a "D" marker now.

During the ensuing "Marker Removal Phase" "Max" rolls 1D20 as per the rules. One of three things will happen:

  • If "Max" rolls a 6 or less, the "S" marker will be removed (6 + 7 [3 for the "D" and 4 for the "S"] = 13 [His cohesion level]).
  • If "Max" rolls an "unmodified" or "natural" 1, both the "D" and "S" marker are removed (The T-34 "Rallied")!
  • If he rolls an "unmodified" or "natural" 20, He receives an "(S)" marker. Since he already has an "S" marker on that stand, it becomes a "D" instead. Since this unfortunate stand already has a "D" as well, it is eliminated (2 "D"s and you're out!).

MARKER REMOVAL PROCEDURE

1] Remove all movement markers.

2] Roll 1 D20 cohesion roll for each stand with "S" and/or "D" markers:

  • remove "S" marker: Pass cohesion roll, modified for "S" (+4). (Recovers)
  • remove "D" marker from a stand: Roll unmodified "1" (Rally!)

Note: if this roll is an unmodified "20," = stand panics to (S) [Rule 5, part 5]

[6.0] SPOTTING

Spotting refers to the ability of one stand to "see" another. A clear line-of-sight must exist between an attacking stand and a target stand before an attack may be attempted on that target. Line-of-sight is blocked by intervening stands and may be blocked by certain terrain. (See: Terrain Effects Chart.) [6. ] LINE OF SIGHT

6.1.1 Line-of-sight is determined by drawing an imaginary straight line between the center of the attacking stand and the center of the target stand. This line may not pass through any stand (friend or foe) or blocking terrain. Ambiguous lines of sight should fall in favor of the defender. (When in doubt, roll the dice!)

6.1.2 The terrain occupied by a stand may modify the firing cohesion roll. (See Terrain Effects Chart.) However, a stand is always considered to be in clear terrain for cohesion roll and line-of-sight purposes in any turn once it has fired. Note! It is often advisable to wait for an enemy stand in cover to fire at you before you fire at him. This doesn't negate the effect of the cover for combat purposes but it does make obtaining a successful cohesion roll a lot easier!

6.1.3 Maximum line-of-sight distance is given for each scenario as it may be effected by the general terrain in an area, weather conditions, etc. As a general rule maximum line-of-sight distance in "open" terrain is 40 inches, that for "mixed" terrain is 20 inches, and for closed terrain it is 10 inches. Stands at higher elevation gain a five-inch (5") advantage in line-of-sight ability for each level of height above base level they occupy, subject to scenario restrictions.

Regardless of height, no stand may trace a line of sight over intervening blocking terrain or blocking stands.

[7.0] COMBAT

A single attack is defined as the application of the firepower of one or more stands against the defense strength of a single stand. However, each stand taking part in the attack is required to fire individually. That is, the firepower of two or more stands may never be combined into a single value. Each "shot" is called a Combat Event and the results are cumulative and progressive (as you will see). The exact procedure for resolving attacks and combat events is detailed in the Fire Procedure Chart. This chart details the steps included in the Fire Procedure. You must perform all required steps in every attack.

[7.1] BASIC PRINCIPLES

7.1.1 The player with the initiative this turn decides who executes the first attack of the phase. The players then alternate until they both "pass". At this point, the fire phase ends.

7.1.2 A stand may be the object of one attack per turn.

7.1.3 All tanks have two firepower values: one for use against armored targets (Its "AP" armour piercing value), and one for use against unarmored targets and personnel ("HE" value). In these introductory rules we will only be concerned with the "AP" value.

7.1.4 All tanks are considered armored targets. 7.1.5 No stand may fire more than once per turn.

[7.2] COMBAT RESULTS

There are five possible combat results.

    1. -- NO EFFECT Self explanatory.
    2. S SUPPRESSED Effectiveness reduced.
    3. (S) SUPPRESSED As above. If already "Suppressed" Convert the "(S)" to a "D"
    4. D DISORGANIZED Effectiveness seriously reduced.
    5. E ELIMINATED Remove from play.

[7.3] FACING AND RANGE

7.3.1 A stand faces in whatever direction the model mounted on it faces. (See Playing Pieces above.) Tanks retain 50% of their defense value (rounded up!) when they are fired upon through other than their Forward Defensive Arc.

Example: A line drawn from the center of the attacker's stand to the center of the defender's stand passes outside the area defined as the front arc of the target by the Facing Template. (See scenario sheet.) Ambiguous lines fall in favor of the defender.

7.3.2 To calculate range effect, measure the distance from the center of the firing stand to the center of the target stand. Find that distance in the range line of the Terrain Effects Chart and cross-reference the effect on the attacker's combat die roll.

7.3.3 Stands in Base Contact (Touching) are at one-inch range. (Or 100 yards / meters)

7.3.4 Stands in base contact with an enemy along one-half or more of their front edges are engaged. Engaged stands may not fire on anyone but each other.

7.3.5 No stand may exceed its maximum firing range.

[7.4] OPPORTUNITY FIRE

7.4.1 Opportunity Fire (OF) takes place during the move-ment phase. Only those stands that are in the firing posture and have not fired during the Fire Phase may execute this type of attack.

7.4.2 It is enemy movement that triggers Opportunity Fire. OF may occur as soon as a stand begins to move. That is, as soon as your opponent touches the stand to move it, it may be fired on.

7.4.3 Procedure:

1. The moving player is told to stop moving the stand. 2. The OF player resolves an attack as in normal fire.

7.4.4 If the result is "No Effect", the owning player may continue moving the stand. Any other combat result forces the owning player to make a modified cohesion roll for the stand. Success allows it to continue moving. Failure forces the stand to stop.

7.4.5 A stand may suffer an OF attack by enemy stand(s) once only per movement phase.

[7.5] COVERING FIRE

7.5.1 Covering Fire is triggered by enemy Opportunity Fire.

7.5.2 Procedure:

1. The moving player notifies his opponent that his Opportunity Fire has triggered Covering Fire. (CF)

2. After the OF attack is complete, the moving player may perform a CF attack on each stand which took part.

7.5.3 There is a +3 penalty on the required cohesion roll to perform Covering Fire due to the limited sighting time available.

COMMAND EFFICIENCY TABLE

FIRE PROCEDURE

For each attack:
1. Designate target stand.
2. Designate all attacking stands. Check Line of Sight.

For each firing stand: (i.e. Combat Event)
1. Roll for cohesion, modified for firer "S" and "D" effects and terrain.
2. Select appropriate attacker firepower value.
3. Modify defense strength for facing if required.
4. Subtract modified defense from firepower to obtain "attack superiority".
5. Roll two six-sided dice.
6. Modify the total rolled by applicable terrain and range effects on Terrain Effect Chart.
7. Cross-reference the modified die roll and attack superiority on the "CRT" and apply the result.

COMBAT RESULT TABLE

[8.0] MOVEMENT

[8. I ] BASIC PRINCIPLES

8.1.1 There are two kinds of movement: Ordered Move-ment and Independent Movement. Movement is initiated by group and executed by stand. A tank stand moves based on its movement value, terrain effects, and cohesion.

8.1.2 A Movement Group is defined as one or more stands, in base contact, in the movement posture, at the beginning of the movement phase. The component stands of a movement group are subject to a single cohesion die roll in order to move.

8.1.3 Once a movement group has been designated, all the component stands of that group are in the movement posture throughout the turn, whether or not they actually move. It is very important that movement groups are clearly and unambiguously designated. Failure to do so will result in confusion and arguments!

[8.2] MOVEMENT EXECUTION

8.2.1 Before movement begins each player must roll 2D6 and add the command value of his GHQ stand (+/-). The GHQ command value is assigned as part of the scenario. Compare the totals to the Command Efficiency Table. This gives the number of Movement Orders each player may issue this turn.

8.2.2 If the GHQ stand is eliminated, that player may no longer issue orders for the rest of the game.

8.2.3 The cohesion die roll for any movement group is modified by minus two (-2) for each HQ or GHQ stand it contains.

8.2.4 The player with the initiative decides who attempts movement first in each turn. Players then alternate attempts until all movement is complete.

Note! You are never forced to move a stand simply because it is in the movement posture. Actual movement is voluntary.

8.2.5 You may attempt ordered movement for a group as many times as you like so long as you expend one movement order for each attempt. This means that if you fail to move a group on your first attempt, you may try again and again as long as you continue to expend orders for it. Each attempt is considered a separate movement action. Your opponent must be allowed a movement action of his own before you attempt moving a group a second or third time.

8.2.6 Any group that tries to move without a movement order is attempting to move on its own initiative or independently. Doing so is allowed only once per turn and requires a +3 die roll modifier.

8.2.7 Due to "S" or "D" effects, one or more stands in a group may not succeed in moving along with the others. These are Stragglers. They now constitute a new group(s). You may expend additional orders for them or attempt to move them independently as you wish.

Example: Max, a typical player, declared this company of T34s a movement group. In the subsequent combat phase, one T34 received fire and was reduced to an "S" cohesion level. The other two stands were not.

During this movement phase, Max uses his first ordered move to get this company into cover. His Force Cohesion level is 14. Consulting the Movement Cohesion Chart, Max sees that the effect of the "S" is a +4: he must roll a 10 or less to move the entire group. A roll of 11, 12, 13, or 14 will move the undamaged stands, but leave the "S" stand in place ("straggler"); and a roll of 15 or higher prohibits movement by any stands of this group.

8.2.8 You must complete all ordered movement before you are allowed to attempt any independent movement.

8.2.9 Movement orders may not be accumulated from turn to turn. Unused orders are lost at the end of the movement phase.

    Reminder! You may attempt to move a group any number of times with orders but only once independently The effects of HQ's and ordered and independent movement are detailed in the Movement Orders Chart.,/UL>

    MOVEMENT COHESION TABLE

      Condition Cohesion Die Roll Modifier
      GHQ Eliminated NO FURTHER ORDERS ALLOWED
      Each HQ or GHQ attached to unit or group -2
      Unit or group under order NO EFFECT
      "R" unit or group without order NO EFFECT
      Other unit or group without order +3
      Unit "Suppressed" +4
      Unit "Disorganized" +3

    [8.3] REQUIREMENTS AND LIMITATIONS

    8.3.1 Each stand may execute movement once per move-ment phase by expending up to its total movement value. This value may not be exceeded and unused movement points may not be accumulated from turn to turn.

    8.3.2 Stands move across the playing surface, inch by inch, expending movement points as they do so. A stand may not enter or cross terrain without sufficient movement points to do so.

    8.3.3 A stand allowed to execute movement may always move one inch (1") per phase regardless of terrain penalties as long as it avoids impassable terrain.

    8.3.4 Tanks are tracked vehicles (Movement Class "T"). 8.3.5 Friendly stands may pass freely though one another, but no two stands may end the movement phase overlapping. If a stand is forced to halt where it would violate this rule, move it back along its previous path until there is room for it.

    8.3.6 A tank stand may pass through an enemy tank stand only if it makes a successful cohesion roll (to test its nerve). The stand must first move adjacent, stop, and make the roll (with a +3 die roll adjustment). If the roll fails, the moving stand must remain where it is.

    8.3.7 Any stand may change facing freely while moving. In addition, any stand in the movement posture may change facing as its movement action, even if it executes no other movement.

    [9.0] TERRAIN

    The terrain in an area may alter the cost of moving through it. These costs are detailed in the Terrain Effects Chart. Terrain also effects combat die rolls and spotting. This too is detailed in the Terrain Effects Chart.

    All terrain effects are cumulative.

    Stands facing into terrain observe the terrain effects. Stands facing out of terrain do not.
    1. Concealing Terrain: If a stand in this terrain has fired this turn, ignore cohesion penalty.
    2. Stands moving at the road or track rate do not gain any defensive benefits from the terrain through which that road or track passes.Stands on a road or track which are stationary or paying the terrain penalty while moving do.
    3. Applies on to fire coming through the ridge crest or from below the hilltop.

    RANGE EFFECT ON COMBAT DIE ROLLS
    1" or less -1
    2" to 5.9" 0
    6" to 9.9" +1
    10" to 14.9" +2
    Each additional 5" +1

    [9. I] WRECKS

    Whenever a tank is removed from play, replace it with a wreck counter. Wreck counters provide cover for tanks placed on them and do not count for overlap purposes. See the Terrain Effects Chart for details.

    [10.0] SPECIAL WEAPONS

    Before we end the introductory rules there are some weapons that are used much like tanks but aren't built according to standard criteria. These are Assault Guns. and tanks with hull mounted cannon.

    1. Assault guns must obey facing restrictions. That is, they may fire only into their front-arc as defined by the Firing Template included in the rules. They may not fire at any target outside this arc under any circumstances.

    2. The Char B, the M3 Lee/Grant & the M11/39 are primarily armed with a hull mounted gun. These must obey facing restrictions. These tanks also have a turret-mounted secondary gun. Only one of these weapons may be used per turn.

    [11.0] WEAPON STATISTICS


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